Concept Class: Mystic.
Premise: Maintained enchantment and maintained hex based spell caster, picking up enchantments where the dervish left off. A true, dedicated spell caster, with emphysis on maintained encantments, movable 'auras', and maintainable hexes.
Skills:
Inner power (primary): For each 4 levels of inner power, the player gains one pip of energy regeneration.
Attack: No inherant effect. This attribute and skills under it generally relate to the casting of spells, and when enchantments come into play.
Sustain: No inherant effect. This attribute and skills under it generally relate to the maintained enchantments, mystic auras and energy management.
Decay: No inherant effect. This attribute and skills under it relate to the completion of casting spells and when enchantments end.
The mystic is capable of casting auras, which work like wards or wells, but are centred on the caster and move with him/her. They are gernally maintained enchantments, but are not always, and may expire after a duration.
Example: Aura of Inspiration: Cost 10, Upkeep 1, Casting time 1, recharge 10. While you maintain this enchantment, all allies in the area gain 1 pip of energy regeneration.
The mystic would be the first class to introduce maintainable hexes.
Example: Enduring decay: Cost 10, upkeep 1, Casting time 1, recharge 5. While you maintain this hex, target foe is effected by 1..4 energy degeneration.
The Mystic wears caster armour, with a maximum rating of 60. The armour is depicted as flowing cloaks, and the Mystic wield staves or wands and foci. Chaos and dark damage is common among mystic weapons.
Attack skills: Despite sounding like an offensive skill line, the name actually refers to the leading edge of the spell, or 'attack phase' of the casting process, similar to waves of sound. As a spell is first cast, an attack based skill may have an effect at that moment.
Example: Mystic wave: Cost 5, Casting time 1, recharge 5. Enchantment spell. This enchantment expires after 10 seconds. The next time target ally casts a spell, Mystic wave does 5..80 damage to all adjacent enemies.
Sustain skills: Sustain skills are skills that work on enchantments that are in effect, or have the prerequisite of enchantment in effect.
Example: Renewing power: Cost 15, casting time 2, recharge 30. Enchantment. This enchantment ends after 15 seconds. For each enchantment you are maintaining, you gain 1 pip of health regeneration.
Decay skills: Decay skills work on spells and enchantments when they end, similar to how a Dervish gains health and energy when an enchantment ends.
Example: Enfeebling Decay: Cost 5, casting time 1/2, recharge 5. You lose one enchantment. If an enchantment ends in this way, one foe in the area is weakened for 5..18 seconds.
Notes: There is no class that is specialised to use maintained enchantments, and I thing this could add real benefit to a party. There would be many synergies between Mystics, Monks, Mesmers and Dervishes. Comments please.
Concept Class: Mystic
Metasynaptic
anubis_master
looks good but im guessing there would end up being a ton of these mysic eles and would never run out of energy from inner power thou
anubis_master
looks good but im guessing there would end up being a ton of these mysic eles and would never run out of energy from inner power thou
Metasynaptic
Quote:
Originally Posted by anubis_master
looks good but im guessing there would end up being a ton of these mysic eles and would never run out of energy from inner power thou
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batou
maintainable hexes, there's a new concept that would totally change gameplay.
there would have to be whole new lines of spells to balance that.
inner power seems somewhat to powerful; imagine a bonder without any energy degen =/
there would have to be whole new lines of spells to balance that.
inner power seems somewhat to powerful; imagine a bonder without any energy degen =/
Metasynaptic
Maintainable hexes would change gameplay, but I doubt it would be as wide sweeping as you suggest. It would mean that more monks would be carrying hex removal, which I beleive they should anyway. Most people find many hexes a minor agrovation they have to simply struggle through, and hex removal tends to be the domain of runners.
This would make hex removal more of a consideration.
Youa re right, bonders would be buffed big time. A My/Mo bonder would probably rock. But keep in mind, that most Mo/Me bonders manage energy through the Me or Divine favour line, so as a My/Mo, they'd have to get their energy from somewhere anyway.
This would make hex removal more of a consideration.
Youa re right, bonders would be buffed big time. A My/Mo bonder would probably rock. But keep in mind, that most Mo/Me bonders manage energy through the Me or Divine favour line, so as a My/Mo, they'd have to get their energy from somewhere anyway.
Oren The Destroyer
*cough paladin cough* sounds cool
Metasynaptic
This isn't meant to be a holy warrior. More like a guy in dark robes with a staff.
There is no direct healing component or smiting of evil beings that paladins are supposed to do.
There is no direct healing component or smiting of evil beings that paladins are supposed to do.
unholy guardian
sounds intresting, sounds like a concept they haven't touched on yet.